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A jam submission

Adrift BelowView game page

You wake up in a submarine Adrift Below the sea, can you make it out alive?
Submitted by creeloper27, Kermite
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Adrift Below's itch.io page

Results

CriteriaRankScore*Raw Score
Originality - How original was the entry.#153.5563.556
Overall#172.7562.756
Audio - Did the entry make good use of audio?#202.6672.667
User experience - How well was the user interaction implemented.#202.5562.556
Theme incorporation - How well did the entry fit the theme.#202.7782.778
Fun factor - How much fun was the entry to play.#222.2222.222

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This had a lot of potential, sorry that you guys struggled so much. Hope you've learned a lot and get further with your next try or plan to continue and turn this into the game idea you envisioned. The idea was definately there.

Godot version used
4.7.2

Required OpenXR features
vr controllers

What device(s) was used for development
quest 2

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Comments

Submitted(+1)

I've always liked turning valves in VR. While definitely couldn't fit the whole thing into a week game jam, I dream of playing VR Barotrauma. 

Developer

It might happen someday :D

Submitted(+1)

A great start! Lots of nice VR interactions: climbing the ladders legitimately felt tiring (especially since I repeatedly fell down them and had to start over :-)). Even unfinished, I quite liked the environment. I would love to see it more fleshed out - nice work!

Developer

Thank you so much for trying our prototype out! We had to add something hard to make the experience worthwhile :D Glad you enjoyed the environment.

Submitted(+2)

Just finished the game on Pico 4, although I couldn't get the standalone nor HTML5 builds to work, both have the same issue someone else already mentioned where pressing trigger on the "Press trigger to start" screen doesn't do anything. So I played it via PCVR instead, that did work.

I appreciated the concept, environments and mechanics, although it seems a little unpolished. I did see on the end screen there were going to be mechanics involving rooms that change orientation, would've been cool to see that in the game.

Also the ladders were *really* long, what is this, Metal Gear Solid? 😅

Developer(+1)

Hi! Thanks so much for playing it and for the feedback. This jam was a huge learning curve for us to figure out our workflow, especially balancing it with uni and rl stuff. We would have loved to add those room mechanics too, but time just ran out! And yeah... that was a Metal Gear Solid reference haha

Submitted(+2)

Hi, really liked the concept and the wheels on door are awesome. The scene loading did not feel needed, but still was interesting to walk around. The ladder climbing is a bit of a challenge haha.

Recorded a video, but not sure if you want to see a person struggling on a ladder HAHA.

Random suggestions:

  • add random fishes in the see so i could see them out of the windows.
  • add doors animation when i rotate the wheel.

But overall looks nice, submarine VR mission / exploration is very cool idea.

Developer(+2)

Thanks for trying our scuffed prototype out! Ahah no need to post a video if you don’t feel like it. Some huge fish and effects were planned to play out outside the windows too, had no time tho, didn’t even add a proper environment node ahahaha. I had planned for a slight door animation showing it unlocking and slightly opening before loading the next level, had no time tho :(

Submitted(+2)

I played your game, here's a recording 

I really like climbing in VR, so enjoyed the ladders, even though I fell down most of the time. It was also cool that you took the time setting up the viewport for different streaming modes. I am also impressed by the number of exports for different platforms you've done. 
Developer (6 edits) (+1)

Thanks a lot for trying out our prototype!

It is very unfinished and janky indeed but I think we got the vibes down somewhat, next jam we will be way more ready and efficent for sure and get to a decent prototype, this was our first proper jam afterall :D Scale was definitely wrong indeed, forgot to adjust it properly, made you work with those wheels and ladders haha, I should probable change the desktop view to default to first person too.

Submitted(+2)

The atmosphere was really cool, and I liked the level design. I kept falling off one of the ladders haha

Developer(+2)

Thanks a lot for playing and sharing your feedback! ^^ You definitely have to be careful with the ladders hehe

Developer (1 edit) (+2)

For anyone playing, the ladders do continue up! You need to keep climbing and look behind you!

Submitted(+2)

Would love an Amnesia style horror game in this setting. Climbed to the top and enjoyed the beautiful sunset.

Not sure about there being a lack of documentation about XRTools as you state in the game.

Developer (1 edit) (+2)

Thanks you SO MUCH for trying our game out! That was kind of the base idea, an horror setting with good sfx, visuals and envirnment tilt mechanics in the dark would have been super cool!

I’m not saying there is no XRTools documentation at all, I’ve read the docs quite a bit but there are specific quirks where I got stuck on, like when making climbable objects I could not set the CollisionShape3D that the base scene has when instancing it in my own scenes using code, I noticed even the demo doesn’t do this and instead adds a new “CollisionShape3D” renamed to “CollisionShape” to setup the collisions instead of usign the existing one. I also tried to recreate the node structure and all inspector attributes from scratch to make my own climbable as the docs say “however its possible to make existing static objects climbable by adding the XRToolsClimbable script to them” but I was not able to get it work even tho it was 1:1 with the Demo one. Making a wheel was a headacke too (at least for me it was :/), I had trouble because I did not realize phisics bodies cannot have a transform set and you must use a parent node to position it where you need it to be but that is probably a me problem as I htink this true in general in godot phisics bodies, tho a note in the docs would have been nice, also in general a dedicated page on how to make a wheel/hinge interactable object would have been nice to have. Also a few smaller quirks and things not working even in the demo project (even if using the addon dev build for the jam) like the virtual keyboard, rifle 2 point pickup, the quit button on wrist […]

It would be nice if quirks like this could be added and explained in the docs :D

Would appreciate if the search bar worked in the docs website lol Tho seeing how godot xr tools is getting discontinued in favour of the new system I guess this is not a problem.

Submitted(+1)

Most of the physics objects/climbing things are better solved with the new GXDK in my opinion and Physics will always cause some headache. I remember the XRTools demo working well and having the wheel demo object also, which I have used in other projects, but that was some time ago.

Hope to see you in the next jam ;)

Developer(+2)

Yeah, I can’t wait for GXDK to be ready for use! There is a wheel in the demo and that’s what I used as loose reference initially, I did not think I needed those extra parent nodes for the physics objects tho and I put the transforms directly in them, that was a mistake XD I took quite a bit to realize that was the problem, skill issue I guess ahah.

Submitted (1 edit) (+2)

I recorded my playthrough 

Developer(+1)

Thank you so much for trying out our game! Rising water would be a really cool addition for sure. 2:02 you did not look behind you nooooo XD you missed the whole ending segment ahahhahaha